So here’s the thing. Think back to the last time you played, oh, Dominion. Can you remember any details? What stood out in your mind about the game? If someone were to ask you about that particular game a week later, what would you tell them?
Now, keep that in mind while I ask the next question. Think back to the last time you
played, oh, Mage Knight. Or if you haven’t played it yet (and really, what are you waiting for?), you can substitute any other more heavily thematic game. Can you remember any details? What stood out in your mind about the game? If someone were to ask you about that particular game a week later, what would you tell them?
Now, compare your answers for the two games. Any differences? If you’re like me, there sure are. Let’s examine.
What makes a game ‘memorable’? What is it that gets a specific play stuck in your mind? It might be the folks you’re playing with, it might be the location, but if you set the environmental factors aside and concentrate solely on the in-game elements, you’ll probably find that the random, the unexpected, the “where the hell did that come from?” is where your memories are made. On the assumption that memorable games are good games (at the very least they are non-neutral experiences that have presumably enriched your life a little), it would then seem logical that yes, Virginia, randomness is a good thing.
I can hear the complaints starting already. But randomness is the Great Eurogame Satan! Random luck keeps me from planning or strategizing effectively! Random is bad bad bad!
Hogwash (you may also choose to insert another, stronger word here if you wish).
A non-random game can be a very, very good game. And many of my favourite games fall into that class. But with these kinds of games I find it hard to remember any one particular playing. The visceral reaction to things changing unexpectedly is missing, replaced by a slower, steadier drip of gaming morphine. I think of these games as “IV games”, where the needle in your arm keeps pumping endorphins into your body for a long time. Properly designed, these games can keep you getting your ‘fix’ for years. Continue reading →
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Patrick Korner: In Praise of Randomness
So here’s the thing. Think back to the last time you played, oh, Dominion. Can you remember any details? What stood out in your mind about the game? If someone were to ask you about that particular game a week later, what would you tell them?
Now, keep that in mind while I ask the next question. Think back to the last time you
played, oh, Mage Knight. Or if you haven’t played it yet (and really, what are you waiting for?), you can substitute any other more heavily thematic game. Can you remember any details? What stood out in your mind about the game? If someone were to ask you about that particular game a week later, what would you tell them?
Now, compare your answers for the two games. Any differences? If you’re like me, there sure are. Let’s examine.
What makes a game ‘memorable’? What is it that gets a specific play stuck in your mind? It might be the folks you’re playing with, it might be the location, but if you set the environmental factors aside and concentrate solely on the in-game elements, you’ll probably find that the random, the unexpected, the “where the hell did that come from?” is where your memories are made. On the assumption that memorable games are good games (at the very least they are non-neutral experiences that have presumably enriched your life a little), it would then seem logical that yes, Virginia, randomness is a good thing.
I can hear the complaints starting already. But randomness is the Great Eurogame Satan! Random luck keeps me from planning or strategizing effectively! Random is bad bad bad!
Hogwash (you may also choose to insert another, stronger word here if you wish).
A non-random game can be a very, very good game. And many of my favourite games fall into that class. But with these kinds of games I find it hard to remember any one particular playing. The visceral reaction to things changing unexpectedly is missing, replaced by a slower, steadier drip of gaming morphine. I think of these games as “IV games”, where the needle in your arm keeps pumping endorphins into your body for a long time. Properly designed, these games can keep you getting your ‘fix’ for years. Continue reading →
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